Presicion walking
Hey, I'm building a tool on top of Baritone and I need arrival precision below one block — for example landing exactly on 0.500, 120, 0.500 or 0.250, 120, 0.250, with tolerance around 0.05–0.1.
What I've noticed: GoalBlock picks a single block, and Baritone's walking always centers the player on the chosen block, so the final XZ depends on which block gets selected. On diagonals this gets worse Baritone sometimes snaps to a neighboring block and the final offset is off by up to a full block.
I don't want to touch the A* planner that part works fine for me. My question is only about the final walking step:
Is there an existing way to feed Baritone a target in double precision, or a custom Goal that would make it accept any block whose center is within N of the target?
If not what's the recommended way to hook the final movement subclass PathExecutor, or do the last step outside Baritone (my own CustomPlayerInput after GoalNear brings me close)?
Any gotchas with GoalNear or custom Goal implementations I should know about?
Thanks.
Source: cabaletta/baritone